Game Engine Black Book: DOOM

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Author :
Publisher : Software Wizards
ISBN 13 :
Total Pages : 432 pages
Book Rating : 4./5 ( download)

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Book Synopsis Game Engine Black Book: DOOM by : Fabien Sanglard

Download or read book Game Engine Black Book: DOOM written by Fabien Sanglard and published by Software Wizards. This book was released on with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

Game Over

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Author :
Publisher : Vintage
ISBN 13 : 0307800741
Total Pages : 288 pages
Book Rating : 4.3/5 (78 download)

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Book Synopsis Game Over by : David Sheff

Download or read book Game Over written by David Sheff and published by Vintage. This book was released on 2011-11-02 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.

Michael Abrash's Graphics Programming Black Book

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Author :
Publisher : Coriolis Group Books
ISBN 13 : 9781576101742
Total Pages : 0 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Michael Abrash's Graphics Programming Black Book by : Michael Abrash

Download or read book Michael Abrash's Graphics Programming Black Book written by Michael Abrash and published by Coriolis Group Books. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.

Masters of Doom

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Author :
Publisher : Random House
ISBN 13 : 1588362892
Total Pages : 394 pages
Book Rating : 4.5/5 (883 download)

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Book Synopsis Masters of Doom by : David Kushner

Download or read book Masters of Doom written by David Kushner and published by Random House. This book was released on 2003-04-24 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

Game Engine Architecture

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Author :
Publisher : CRC Press
ISBN 13 : 135160564X
Total Pages : 1042 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Game Engine Architecture by : Jason Gregory

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

C Wizard's Programming Reference

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Author :
Publisher : *Wiley Press
ISBN 13 :
Total Pages : 224 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis C Wizard's Programming Reference by : W. David Schwaderer

Download or read book C Wizard's Programming Reference written by W. David Schwaderer and published by *Wiley Press. This book was released on 1985-10-14 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: A master programmer's quick reference guide that furnishes a complete overview of the language, common I/O library functions and current extensions to the language likely to be adopted by the ANSI X33ll C standards committee. Packed with techniques, tips, and tactics designed to help readers solve the hundreds of glitches that can arise with C, prevent them in the first place, and write programs that are not simply trouble-free but take full advantage of the language's features. Clarifies areas of C that are often misunderstood or used incorrectly, such as the relationship between arrays and pointers, function and argument misdeclarations, and pointers and structures. Includes scores of summary charts and diagrams, special guidance on how to transport C programs from Xenix to UNIX to PCIX and back again, and a detachable quick reference card.

Alien, Go Home!

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Author :
Publisher : Gareth Stevens Publishing
ISBN 13 : 9780836813043
Total Pages : 132 pages
Book Rating : 4.8/5 (13 download)

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Book Synopsis Alien, Go Home! by : Seddon Johnson

Download or read book Alien, Go Home! written by Seddon Johnson and published by Gareth Stevens Publishing. This book was released on 1995 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: A large-print edition Choose Your Own Adventure series.

Microsoft XNA Game Studio 3.0 Unleashed

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Author :
Publisher : Pearson Education
ISBN 13 : 0768688485
Total Pages : 834 pages
Book Rating : 4.7/5 (686 download)

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Book Synopsis Microsoft XNA Game Studio 3.0 Unleashed by : Chad Carter

Download or read book Microsoft XNA Game Studio 3.0 Unleashed written by Chad Carter and published by Pearson Education. This book was released on 2009-02-25 with total page 834 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using XNA Game Studio 3.0, any programmer can master the art of game development and begin selling games to millions of Xbox 360 users worldwide. Now, there’s a practical, comprehensive guide to game development with Microsoft’s powerful new XNA Game Studio 3.0 and the entire XNA Framework. In Microsoft® XNA® Game Studio 3.0 Unleashed, XNA expert Chad Carter covers the entire XNA platform, presents extensive sample code, and explains that code line by line. Carter walks you through the entire process of game development, including installing XNA, creating objects, handling input, managing and extending the content pipeline, optimizing game performance, and creating both 3D and 2D games. Carter presents sophisticated coverage of using XNA’s high level shader language; creating physical effects; and endowing characters with realistic artificial intelligence. A case study section walks through the entire process of planning and coding a game, improving it, and putting on the finishing touches that make it marketable. This edition contains nine new chapters, including all-new sections on creating networked games, programming games for the Zune handheld, and preparing and submitting games to Xbox LIVE, where accepted titles will reach gamers worldwide. Plan your games to deliver solid performance on the platforms you’ve targeted Understand essential XNA Framework concepts, including object creation, cameras, input handling, libraries, game services, and managing and extending the content pipeline Create a 2D game that will run across 3 platforms (Windows, Xbox 360, and Zune) with a single code base Create a Visualizer media player for the Microsoft Zune Use the High Level Shader Language (HLSL) to communicate directly with graphics hardware Bring realistic physics to your game action and realistic artificial intelligence to your characters Create sophisticated 3D effects that use advanced texturing and a particle system Build networked games, including multiplayer demos, turn-based games, and real-time network games Create 4 full games–2D parallax side scroller, 3D shooter, multiplayer turn-based 2D card game, and a multiplayer real-time 3D game Discover best practices for creating Xbox LIVE Community Games Sell your finished game on Xbox LIVE Marketplace CD-ROM includes: All C# examples and source code presented in this book.

The Name Game

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Author :
Publisher : Signet Book
ISBN 13 : 9780451172624
Total Pages : 192 pages
Book Rating : 4.1/5 (726 download)

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Book Synopsis The Name Game by : Albert Mehrabian

Download or read book The Name Game written by Albert Mehrabian and published by Signet Book. This book was released on 1992-06-01 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rates a variety of common men's and women's given names on their connotations of success, morality, health, warmth, cheerfulness, and masculinity or femininity

Head Games

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Author :
Publisher : Penguin
ISBN 13 : 110151311X
Total Pages : 198 pages
Book Rating : 4.1/5 (15 download)

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Book Synopsis Head Games by : Nicole Leigh Shepherd

Download or read book Head Games written by Nicole Leigh Shepherd and published by Penguin. This book was released on 2011-01-06 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taylor is calm, cool, collected, and ferocious on the basketball court. A total all-star. Not so much in real life. She may be tall, gorgeous, and an incredible catch, but just try telling her that! And lately, Taylor doesn't know which way to turn: The summer showcase game is almost here. Her BFF Hannah roped her into a fashion show (eek!). And she can't decide between Zach—the super-popular, super-tall, super-off-limits basketball dynamo—and Matt—the sweet boy from her math class (who may just be dating her BFF's older sister). It's enough to make any girl's head spin! Can Taylor strike a pose, land the boy of her dreams, and win the game?

Game Engine Architecture, Third Edition

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Author :
Publisher : CRC Press
ISBN 13 : 1351974289
Total Pages : 1240 pages
Book Rating : 4.3/5 (519 download)

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Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Spaceballs

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Publisher : Scholastic
ISBN 13 : 9780590412261
Total Pages : 122 pages
Book Rating : 4.4/5 (122 download)

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Book Synopsis Spaceballs by : Jovial Bob Stine

Download or read book Spaceballs written by Jovial Bob Stine and published by Scholastic. This book was released on 1987 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a spoof of the high-tech world of space travel and space exploration

Monster of the Year

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Author :
Publisher : Aladdin Paperbacks
ISBN 13 : 9780671731472
Total Pages : 150 pages
Book Rating : 4.7/5 (314 download)

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Book Synopsis Monster of the Year by : Bruce Coville

Download or read book Monster of the Year written by Bruce Coville and published by Aladdin Paperbacks. This book was released on 1989 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mike and Kevver announce a Monster of the Year Contest to liven up a dull summer. But then the elegram from Translylvania comes and Igor and the first contestant arrives.

Revolutionaries at Sony

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Author :
Publisher : McGraw-Hill Companies
ISBN 13 :
Total Pages : 264 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Revolutionaries at Sony by : Reiji Asakura

Download or read book Revolutionaries at Sony written by Reiji Asakura and published by McGraw-Hill Companies. This book was released on 2000 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the story of Ken Kutaragi and how he gathered a team of colleagues and used corporate resources to bring his dream to fruition. It examines his passion for a change in technology, his work to sell the concept and how he kept the project alive.

Real-Time Rendering

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Author :
Publisher : CRC Press
ISBN 13 : 1315362007
Total Pages : 1046 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller

Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Game Development with GameMaker Studio 2

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Author :
Publisher : Apress
ISBN 13 : 1484250109
Total Pages : 543 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Game Development with GameMaker Studio 2 by : Sebastiano M. Cossu

Download or read book Game Development with GameMaker Studio 2 written by Sebastiano M. Cossu and published by Apress. This book was released on 2019-09-02 with total page 543 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine. You learn how to create real-world video games based on classic and legendary video game genres. Each game project introduces and explains concepts of game development and design and coding principles, allowing you to build a wide set of skills while creating an exciting portfolio to kick-start a career in game development. Author Sebastiano Cossu teaches you to design levels in your games, draw sprites to populate your virtual worlds, program game objects for interaction with the player, incorporate custom music and sound effects, build GUIs for your menus and game interfaces, and support keyboard, mouse, and gamepad controls in your projects. He shows you how to build cross-platform games to run on all desktop platforms (Windows, Linux, Mac OS) and publish them on the most popular game stores such as Steam, GOG, Humble Store, and Itch.io. What You’ll Learn Create games for different genresMaster GameMaker Language (GML) programmingApply game design principlesDelve into game programming patterns Who This Book is For Video game enthusiasts interested in game development and design. No prior programming experience is required.